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Re: Aum48
[Re: George]
#47135
06/04/05 21:59
06/04/05 21:59
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Joined: Sep 2003
Posts: 4,959 US
Grimber
Expert
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Expert
Joined: Sep 2003
Posts: 4,959
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"An easy way to solve the problem would be to animate the sword and the player together, and then to save them as separate models" I got one, but its Absolutly horrible to look at I don't even know why i keep it, its the first humanoid model i made. It has a sword and shiled animated to the models aniamtions. so you just need a vec_set(x x) vec_set( pan pan) and sync the animation frames ( he drops the sword in death animation sword goes flopping backwards over his shoulder to stick in the ground ) actualy the mesh isn't bad now that i look at it ( not great either), just the skin is terrible, and the animation frames need fixing because i mess up several vertexs ( somehow got ones didn;t intend to grab and they realy get moved bad) animated for stand, walk, run, death, attack, jump, swim.started on a duck aniamtion but looks like I gave up there if you want it i could try redoing the skin and fixing the animations ( hehe unless you wanted to do that )
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Re: Aum48
[Re: Grimber]
#47139
06/06/05 00:52
06/06/05 00:52
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Joined: Nov 2003
Posts: 1,257
Wade_Adams
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Serious User
Joined: Nov 2003
Posts: 1,257
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Believe it or not I did do something simliar to that for a turn based system I was tweaking around with, but in my case the attacker was always pointed the correct way and I knew ahead of time which enemy I was attacking.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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Re: Aum48
[Re: George]
#47142
06/21/05 22:47
06/21/05 22:47
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Joined: Mar 2003
Posts: 4,264 Wellington
Nems
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Joined: Mar 2003
Posts: 4,264
Wellington
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Hello George, I have been seeking to implement the mesh deformation from AUM 8 and whilst it works to a certain degree, there are some areas I would like to see clarifed. For instance; The deformation as shown in the AUM8 article works only on a terrain size you have demonstrated on. Any variations in terrain size will return random results (it either will deform or wont, it will deform away from impact point etc.) I have kept within the scope of the formulae like inputing the correct vertices count per terrain and played with the other number variables but cant get an acurate deformation at point of impact so I keep to the size your test terrain is. Secondly, it seems that deformation is a visual effect only as I cannot get my player to enter into the cratered areas at all, it justs rides up over a ghost (or the original terrain)surface. Have tried both c_move and ent_move, no differrence.
I am seeking to build a clone type "Scorched Earth" game and would really like some help on this one.
My question is, can you give another project example of terrain/model deformation article for A6 pleas,e seeking to resolve the above issues?. Thanks.
*Edit Discovered that by using 'normal' (vec_to_angle(my.pan, normal);) the ghost prob dissapears but cannot yet implement it correctly. All knids of crazy things happen to the position of the player or it wont initialise etc... Also, because of event_impact, any object impacting will cause an empty pointer "Empty pointer in create_crate: vec_set(hit_coords,pocket.pos)" I can get rid of the empty pointer by placing an if statement for the existence or the projectile but any impact will cause a deformation to occur. Have tried event_detect but no workable solutions yet.
Last edited by Nemisis; 06/22/05 06:14.
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